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widgets.go
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/
widgets.go
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package main
import (
"image"
"image/color"
"time"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
"gioui.org/unit"
"gioui.org/widget"
"gioui.org/widget/material"
)
// SourceLine is a single-line of text.
type SourceLine struct {
TopLeft image.Point
Width int
Text string
TextHeight unit.Sp
Italic bool
Bold bool
Color color.NRGBA
}
// Layout draws the text.
func (line SourceLine) Layout(th *material.Theme, gtx layout.Context) {
gtx.Constraints.Min.X = 0
gtx.Constraints.Max.X = maxLineWidth
gtx.Constraints.Min.Y = 0
gtx.Constraints.Max.Y = maxLineWidth
defer op.Offset(line.TopLeft).Push(gtx.Ops).Pop()
if line.Width > 0 {
maxSize := image.Pt(line.Width, gtx.Metric.Sp(line.TextHeight))
defer clip.Rect{Max: maxSize}.Push(gtx.Ops).Pop()
}
font := text.Font{Variant: "Mono"}
if line.Italic {
font.Style = text.Italic
}
if line.Bold {
font.Weight = text.Heavy
}
paint.ColorOp{Color: line.Color}.Add(gtx.Ops)
widget.Label{MaxLines: 1}.Layout(gtx, th.Shaper, font, line.TextHeight, line.Text)
}
type VerticalLine struct {
Width unit.Dp
Color color.NRGBA
}
func (line VerticalLine) Layout(gtx layout.Context) layout.Dimensions {
size := image.Point{
X: gtx.Metric.Dp(line.Width),
Y: gtx.Constraints.Min.Y,
}
paint.FillShape(gtx.Ops, line.Color, clip.Rect{Max: size}.Op())
return layout.Dimensions{
Size: size,
}
}
type HorizontalLine struct {
Height unit.Dp
Color color.NRGBA
}
func (line HorizontalLine) Layout(gtx layout.Context) layout.Dimensions {
size := image.Point{
X: gtx.Constraints.Min.X,
Y: gtx.Metric.Dp(line.Height),
}
paint.FillShape(gtx.Ops, line.Color, clip.Rect{Max: size}.Op())
return layout.Dimensions{
Size: size,
}
}
type ScrollAnimation struct {
active bool
from, to float32
duration time.Duration
start time.Time
}
func (anim *ScrollAnimation) Start(gtx layout.Context, from, to float32, duration time.Duration) {
anim.active = true
anim.from = from
anim.to = to
anim.duration = duration
anim.start = gtx.Now
op.InvalidateOp{}.Add(gtx.Ops)
}
func (anim *ScrollAnimation) Stop() { anim.active = false }
func (anim *ScrollAnimation) Update(gtx layout.Context) (float32, bool) {
if !anim.active {
return anim.to, false
}
op.InvalidateOp{}.Add(gtx.Ops)
elapsed := gtx.Now.Sub(anim.start)
if elapsed > anim.duration {
anim.active = false
return anim.to, true
}
progress := float32(elapsed) / float32(anim.duration)
progress = easeInOutCubic(progress)
pos := anim.from + progress*(anim.to-anim.from)
return pos, true
}
func easeInOutCubic(t float32) float32 {
if t < .5 {
return 4 * t * t * t
}
return (t-1)*(2*t-2)*(2*t-2) + 1
}